# Date: 2025-02-24
# Server: 3-Commando-Brigade Conflict Everon 128 player
# Game Version: 1.2.1.189
## Test Methodology:
- **Testing Approach:**
This experiment took place over 3 weeks and follows an earlier study on higher fuel consumption costs.(Link in end notes)
- **Sample Size:**
Our server is usually full and handles 120-128 players.
- **Duration of Testing:**
Three weeks in February, 2025
## Test Environment:
- **Hardware Specifications:**
- **Operating System:**
GNU+Linux x64
- **Network Conditions:**
Good, except for the DDoS attack on Bohemia Interactive mid-way through the experiment which caused considerable disruption, making it difficult to connect or remain in a game. The interruptions affected the mood of the testing and participants did not wish to incur additional difficulty during gaming sessions on the occasions when they were able to play.
## Test Parameters:
- **Parameter Tested:**
Spawn Cost Multiplier - This is the factor which multiplies the number of supplies needed to spawn for a given loadout at a base.
- **Range of Values Tested:**
* x2
* x3
* x4
* x0.5
* x0.1
## Technical Observations:
### Performance:
- **Frame Rate Observations:**
Larger crowds were noticed around Ammunition Supplies, however these close congregations of players didn't seem to effect Frames Per Second.
- **Load Times:**
No changes in load time were noted, though it takes a few seconds for the Game Master to establish credentials and set the server to the Spawn Cost setting at the start of each game.
### Stability:
- **Crash Reports:**
No crashes were related to the changing of the parameters tested.
- **Lag Spikes:**
"Supply Lag" was noticed, though this did not seem to be connected to changing the parameters. "Supply Lag" is found when for instance a transport truck arrives at a supply point and there is no option to pick up supplies, as it remains greyed out and unusable. After a half-minute or so, the supplies become highlighted in white and are available to either load or unload.
## Gameplay Observations:
- **Balance:**
Players felt higher cost in supplies favoured the Russians. This was attributed to the Russians having better default weapons with better sights. Because the Russians did not as badly feel the need to upgrade their weapons, it was argued they did not equally feel the impact of higher supply cost for spawning.
Another argument made that higher supply cost favoured the Russians was that Russian kit was generally less expensive, so the multiplier was less impactful on the Russian side.
- **Mechanics:**
## Bugs Encountered:
- **Supply Duplicating:**
There seems to be an exploit where players could double the number of supplies at a point by glitching out of the game.
- Steps to Reproduce:
- Expected Behavior:
The number of supplies in a location remain the same.
- Actual Behavior:
The number of supplies in a location double.
- **Severity Rating:**
Minor
## Player Feedback:
- **Quotes or Summaries:**
- [Quote or Summary]
- [Quote or Summary]
## Suggestions:
- **Improvement Ideas:**
- **Potential Additions:**
## Comparative Analysis:
- **Changes from Previous Tests or Versions:**
## Media:
- **Screenshots:**
- [Link or Description]
- **Videos:**
- [Link or Description]
## Additional Notes:
- **Any Other Relevant Information:**
Red Line - Fuel Consumption Testing on ArmA Reforger 2025
https://feedback.bistudio.com/T188669
# Server: [UK/EU] 3 Commando Brigade Server https://discord.gg/3-commando-brigade
# Game Version: 1.2.1.189
## Test Methodology:
- **Testing Approach:**
This experiment took place over 3 weeks and follows an earlier study on higher fuel consumption costs.(Link in end notes)
- **Sample Size:**
Our server is usually full and handles 120-128 players.
- **Duration of Testing:**
Three weeks in February, 2025
## Test Environment:
- **Hardware Specifications:**
- **Operating System:**
GNU+Linux x64
- **Network Conditions:**
Good, except for the DDoS attack on Bohemia Interactive mid-way through the experiment which caused considerable disruption, making it difficult to connect or remain in a game. The interruptions affected the mood of the testing and participants did not wish to incur additional difficulty during gaming sessions on the occasions when they were able to play.
## Test Parameters:
- **Parameter Tested:**
Spawn Cost Multiplier - This is the factor which multiplies the number of supplies needed to spawn for a given loadout at a base.
- **Range of Values Tested:**
* x2
* x3
* x4
* x0.5
* x0.1
## Technical Observations:
### Performance:
- **Frame Rate Observations:**
Larger crowds were noticed around Ammunition Supplies, however these close congregations of players didn't seem to effect Frames Per Second.
- **Load Times:**
No changes in load time were noted, though it takes a few seconds for the Game Master to establish credentials and set the server to the Spawn Cost setting at the start of each game.
### Stability:
- **Crash Reports:**
No crashes were related to the changing of the parameters tested.
- **Lag Spikes:**
"Supply Lag" was noticed, though this did not seem to be connected to changing the parameters. "Supply Lag" is found when for instance a transport truck arrives at a supply point and there is no option to pick up supplies, as it remains greyed out and unusable. After a half-minute or so, the supplies become highlighted in white and are available to either load or unload.
## Gameplay Observations:
- **Balance:**
Players felt higher cost in supplies favoured the Russians. This was attributed to the Russians having better default weapons with better sights. Because the Russians did not as badly feel the need to upgrade their weapons, it was argued they did not equally feel the impact of higher supply cost for spawning.
Another argument made that higher supply cost favoured the Russians was that Russian kit was generally less expensive, so the multiplier was less impactful on the Russian side.
- **Mechanics:**
## Bugs Encountered:
- **Supply Duplicating:**
There seems to be an exploit where players could double the number of supplies at a point by glitching out of the game.
- Steps to Reproduce:
- Expected Behavior:
The number of supplies in a location remain the same.
- Actual Behavior:
The number of supplies in a location double.
- **Severity Rating:**
Minor
## Player Feedback:
- **Quotes or Summaries:**
- [Quote or Summary]
- [Quote or Summary]
## Suggestions:
- **Improvement Ideas:**
- **Potential Additions:**
## Comparative Analysis:
- **Changes from Previous Tests or Versions:**
## Media:
- **Screenshots:**
- [Link or Description]
- **Videos:**
- [Link or Description]
## Additional Notes:
- **Any Other Relevant Information:**
Red Line - Fuel Consumption Testing on ArmA Reforger 2025
https://feedback.bistudio.com/T188669
3 Commando Brigade Discord:
https://discord.gg/3-commando-brigade
Pasted below are the headings for this report in case others might like to use a similar format.
# Date:
# Server:
# Game Version:
## Test Methodology:
- **Testing Approach:**
- **Sample Size:**
- **Duration of Testing:**
## Test Environment:
- **Hardware Specifications:**
- **Operating System:**
- **Network Conditions:**
## Test Parameters:
- **Parameter Tested:**
- **Range of Values Tested:**
## Technical Observations:
### Performance:
- **Frame Rate Observations:**
- **Load Times:**
### Stability:
- **Crash Reports:**
- **Lag Spikes:**
## Gameplay Observations:
- **Balance:**
- **Mechanics:**
## Bugs Encountered:
- **Description of Bug:**
- Steps to Reproduce:
- Expected Behavior:
- Actual Behavior:
- **Severity Rating:**
## Player Feedback:
- **Quotes or Summaries:**
- [Quote or Summary]
- [Quote or Summary]
## Suggestions:
- **Improvement Ideas:**
- **Potential Additions:**
## Comparative Analysis:
- **Changes from Previous Tests or Versions:**
## Media:
- **Screenshots:**
- [Link or Description]
- **Videos:**
- [Link or Description]
## Additional Notes:
- **Any Other Relevant Information:**